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Soulrider (Fiend)

Creature -1 — aberration, fiend, unholy

SnareFlankerLANDAQUATICaberrationfiendunholyspirit

Although soulriders can grow quite large, most of them are narrow creatures only a few feet long. Even once they've attached to a soul and passed between planes, they must complete their adaptation to the new environment before beginning their growth. These smallest soulriders might be found anywhere in the mortal Universe with a portal to the Outer Sphere or a history of summoning magic. Large batches of spawn in the wilderness are often culled by natural predators, but individual spawn can su

Source: pathfinder-monster-core-2

Perception +5; darkvision
Skills acrobatics +4, stealth +4
Str
+0
Dex
+3
Con
+2
Int
-3
Wis
+2
Cha
-1
AC 14 Fort +5 Ref +8 Will +2
HP 8
Weaknesses spirit 1
Speed 20 feet, swim 20 feet

Offense

Melee Sucker (finesse, magical, reach-0) +6, Damage 1d4 bludgeoning plus Soul Attach
Melee Tail (agile, finesse, reach-0, sanctified) +6, Damage 1d4 bludgeoning plus 1 spirit

Abilities

Planar Adaptation (Fiend) — A spawning soulrider has traits appropriate to the planar energy it's absorbed: celestial and holy, fiend and unholy, or monitor.
Fiendish Lunge (unholy) — The spawning soulrider Strides or Swims twice, making a tail Strike at any point during its movement. The Strike deals an additional 1d4 spirit damage.
Propulsive Launch — The soulrider Leaps up to 40 feet, then makes a sucker Strike. If it's in the air and not attached to a creature after the Strike, it falls.
Soul Attach (spirit) — When a soulrider succeeds at a sucker Strike against a target with a soul capable of facing judgment, its sucker attaches it to that soul. While attached, both the soulrider and the host creature are Off-Guard, and the soulrider moves with its host until the soulrider dies or the host pulls it loose (Escape). If the host dies while the soulrider is attached, the soulrider disappears immediately to follow the soul leaving the body. A creature returned to life before reaching its final destination generally returns with any attached soulrider.
Tail Thrash

WORKS WELL WITH

AnvilLAND / AQUATICA front-liner distracts the group while the soulrider leaps past to attach itself to a softer target.
WeaverLAND / AQUATICSpirit-themed magic compounds the pressure once the soulrider has locked onto a host.

PUNISHES

✖ isolated targets✖ standing still
Avoid pairing with another attach-and-hold specialist chasing the same target; the lock becomes redundant.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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